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Patch 1.10d - public beta test

Posted: Wed Jun 11, 2008 5:04 pm
by Pocus
Dear players,

http://ageoddl.telechargement.fr/latest/patch_AACW_v1.10d.zip

==============================================================================
AGEod's American Civil War Update 1.10a-b-c-d
May 16th- June 11th, 2008
==============================================================================

This patch contains all changes since the start.
Warning: All railroads improvements will not be impacted in current games though, although no additional side effects will appears.

[1.10d]
- fixed a bug in gunboat blockades.
- Historical Accuracy mod: Removed spelling deficiencies, corrected weather for Texas, removed a left over Division HQ in 1862 West scenario.
- Artillery can now bombard if entrenched to level 4 (was 5). The gun range should be 5 though (all units with this range can fire in fact).

********************
- progressive entrenchment Max level:
1861 April Campaign - starts with MaxEntrenchLevel set to 4
1861 July Campaign - starts with MaxEntrenchLevel set to 4
1862 Campaign - starts with MaxEntrenchLevel set to 5
1863 Campaign - starts with MaxEntrenchLevel set to 6
1864 Campaign - starts with MaxEntrenchLevel set to 8

The Scripted Events change these levels over time on the following schedule:

In 1861, there is a small chance each turn from Aug thru Dec for the Level to increase to 5
---- with a definite increase to 5 in Jan 1862

In 1862, there is a small chance each turn from May thru Dec for the Level to increase to 6
---- with a definite increase to 6 in Jan 1863

In 1863, there is a small chance each turn from May thru Aug for the Level to increase to 7
---- with a definite increase to 7 in Sep 1863

In 1863, there is a small chance each turn from Oct thru Dec for the Level to increase to 8
---- with a definite increase to 8 in Jan 1864

********************

Posted: Wed Jun 11, 2008 5:10 pm
by arsan
Downloading!!! :coeurs:

Posted: Wed Jun 11, 2008 6:09 pm
by captainmatt
arsan wrote:Downloading!!! :coeurs:


Me too, but on a seperate PC. Not going to upgrade my laptop PC where I have my AAR running until that game is over.

God Save the South, AAR-
http://www.ageod-forum.com/showthread.php?t=9204

Posted: Wed Jun 11, 2008 7:19 pm
by Gray_Lensman
deleted

Posted: Wed Jun 11, 2008 7:28 pm
by Franciscus
:coeurs: :coeurs: :coeurs:

Posted: Wed Jun 11, 2008 7:38 pm
by Ian Coote
me too,many thanks

Posted: Wed Jun 11, 2008 10:28 pm
by mikee64
testing it now, thanks Pocus!

Posted: Thu Jun 12, 2008 7:58 am
by Inside686
Pocus, I noticed that transport costs (in time) seem to be increased. Example: Polk's command now spends more than two weeks to travel to Charleston (next to Columbus) by riverine, same thing for heavy guns from Norfolk to Richmond by train.
Can you confirm it?

Posted: Thu Jun 12, 2008 8:06 am
by Gray_Lensman
deleted

Posted: Thu Jun 12, 2008 8:57 am
by arsan
Hi

I can't confirm the movement problem as i have not moved many units still but will look for it.
But i have found a easily reproducible and very bad AI movement that could use some improvement.
I have started the april 61 campaign and played the first 4 turns as the USA four or five times with this new beta patch. In all this cases and for all 4 turns, the CSA AI has always ignored Norfolk and never occupied it.
Before the last AI tweaks, Suffolk militia nearly always occupied the empty and adjacent Norfolk on turn one, getting this way an importantly objective town before the USA could reinforce and also getting the nice naval yard events.
But now, the suffolk militia always crosses the James river and goes to Hampton Roads to block the Fort Monroe land connection. Not a bad move on itself, but much worst that taking the Norfolk "gift".
This test were done on hard difficulty and both with no fog of war bonus and +1 fog of war bonus.
With this exception, the Ai seem pretty good and certainly different than the usual one :coeurs: I was pretty surprised when on turn four, Polk stack assaulted and took Bowling Green and nearly took Louisville's... both on the same turn :nuts:
No other problem found for the moment :cwboy:

Regards!

Posted: Thu Jun 12, 2008 9:51 am
by Inside686
Gray, I didn't mean it was a problem but as Pocus didn't report movement changes I wondered if it was a voluntary change or not. The troop positions I gave were only examples because I remembered that the time used to travel those distances where different in the precedent versions.
Arsan, I remarked that AI may have changed its habit too, for example Gnl. Lyon sent all his troop to Cairo in early June 61, I've never seen him doing this before.

Posted: Thu Jun 12, 2008 1:25 pm
by Pocus
Arturo, send me a reminder mail about that please.

Posted: Thu Jun 12, 2008 1:52 pm
by arsan
OK! :cwboy:

Posted: Thu Jun 12, 2008 4:33 pm
by Gray_Lensman
deleted

Posted: Fri Jun 13, 2008 10:24 am
by Pocus
For the time being this is still the on/off check.

Posted: Fri Jun 13, 2008 12:13 pm
by tagwyn
I downloaded it but for the time being I will leave it in its folder. Need further reports from other players on this one. Tag

Posted: Fri Jun 13, 2008 1:18 pm
by Gray_Lensman
deleted

Posted: Fri Jun 13, 2008 8:57 pm
by soundoff
Excellent support, absolutely first class :coeurs: But and this is not meant too seriously can we please have a little bit of breathing space Pocus before 1.10e is released. Given my ongoing games that I'm always reluctant to patch to just in case it causes a problem so I've now got 4 copies of ACCW on the old 'puter as I always do a fresh install and then patch. I'd just like the chance to delete an older version once in a while. :innocent: :siffle:

Posted: Fri Jun 13, 2008 9:23 pm
by Pocus
Sure :) There was some troubles with the Gunboats 'interdictions', but it does seems there are no major bugs around right now.

Posted: Fri Jun 13, 2008 10:26 pm
by mikee64
Slight movement bug seemingly confirmed here: http://www.ageod-forum.com/showthread.php?p=87754#post87754

Posted: Fri Jun 13, 2008 10:50 pm
by Gray_Lensman
deleted

Posted: Fri Jun 13, 2008 10:57 pm
by Gray_Lensman
deleted

Posted: Sat Jun 14, 2008 12:25 am
by arsan
Gray_Lensman wrote:This is a bug with the pontoneer ability that's been around for quite a while.


I hope Pocus find some time to look at it before releasing the official 1.10d patch. It's not a game breaker but it's no small thing either. :siffle:
Mikee, maybe you could attach or send the save of your test to Pocus to ease his work. :cwboy:
Could yuo or Antonyo finally determine if it affected only clear terrain movement or all kind of terrains?
Regards!

Posted: Sat Jun 14, 2008 12:57 am
by mikee64
Save files already sent direct to Pocus, he can also look at the bombard unlock problem in same turn.

I'll try to test the pontooner move rate in some different terrain, and also confirm the ship interdiction is WAD.

Posted: Sat Jun 14, 2008 8:05 am
by soundoff
Gray_Lensman wrote:edit> btw, though you stated "not meant too seriously" about the frequency of patches. It is rather silly to suggest something that you yourself have total control over... You personally can elect to install or not install a patch prior to finishing a game. Would you really rather not have patches when a flaw is discovered, like Medieval Total War II or some other well known games?


Oh no Gray, of course I prefer the patches. Welcome them in fact and commend AGEod for maintaining such a level of support in a game that is over 12 months old. Truely exceptional. The comment was only intended only to be light hearted. and as you said 'silly'. When I start a new game I do like to be 'up to date' with the patches and as I usually have 2/3 games on the go at any one time I end up with so many versions on the ol' computer when the patches are coming so thick and fast.

Regards

Posted: Sat Jun 14, 2008 3:37 pm
by AndrewKurtz
Curious on opinions from those testing. I know there are a few minor items. But are the major issues resolved (i.e. blocking friendly movement) and have no important new items been introduced?

Posted: Sat Jun 14, 2008 3:52 pm
by mikee64
I have not had a chance to fully check the ship interdiction yet, but that is the next thing I plan to do. However I'll be out all day today (wine tasting tour along the Blue Ridge Parkway - woo hoo). I'm not sure if I'll be up for reliable testing upon returning from that... :D

Edit: I do have a question: I know its now 4 gunboat elements blocks, lesser does not. I am assuming single elements of the heavier ships (ironclads, frigates, etc.) should also block enemy crossing. What about brigs? Anyone know?

Posted: Sat Jun 14, 2008 9:03 pm
by Pdubya64
mikee64 wrote:Edit: I do have a question: I know its now 4 gunboat elements blocks, lesser does not. I am assuming single elements of the heavier ships (ironclads, frigates, etc.) should also block enemy crossing. What about brigs? Anyone know?


I would hope that any floating gun platform that can move at a reasonable clip would qualify; otherwise something is amiss.

Posted: Sat Jun 14, 2008 11:04 pm
by Gray_Lensman
deleted

Bad RR link

Posted: Sun Jun 15, 2008 12:00 am
by Franciscus
Found a problem, not sure if specific to 1.10d: The RR link between Davidson, TN (Nashville !) and Humphreys, TN is not working, in either direction, so units ordered to move by rail between this 2 adjacent regions go roundabout through Clarksville (see attached pic).

Sorry, Gray... :siffle:

(PS: this on a 1.10c campaign patched to 1.10d)